Game Ramblings #23 – World of Final Fantasy

More info from Square-Enix

  • Genre: JRPG
  • Platform: PS4
  • Also Available On: Vita

Given the month and year we’re currently in, you’d expect that the monster capture RPG that everyone wants to play is Pokemon Sun/Moon.  However, Square-Enix decided to launch World of Final Fantasy anyway, so here we are.  WoFF is decidedly a monster capture RPG at its core, but with characters and a story that blend a large number of past FF games, and a battle system pulled straight out of the SNES and PS1 entries in the series.  Overall, while it may not end up being the best monster capture title this year, it certainly is worth playing for any serious JRPG fans.

WoFF takes place in the world of Grymoire, where pretty much everyone but the two main characters are little chibi folks.  The story is your usual overpowered bad dude taking over the world nonsense, but it generally works and provides enough of a reason to move forward.  The even better reason to move forward for FF fans are the constant cameos from past FF stars.  The cameos run the gamut from FF 1 through 13, and tend to hit all the big protagonists, including the return of the voice actors for the titles that had voice acting.  If you’re a fan of the series at all, you’ll get a kick out of the constant barrage of recognizable faces as you get to new areas.  It’s a fun time throughout, and ends up working out well enough to provide an entertaining backdrop to the core gameplay.

The setting also provides the depth of FF monsters for you to capture. You’ll be grabbing everything from Chocobos to Cactuars to Tonberries on the low end, all the way up to recognizable summons like Ifrit, Bahamut, and Diabolos at the high end.  The wide range of sizes and styles all feeds back into the way that you build out your team, providing both the fun of capturing all the things you’ve fought in the past, as well as a huge amount of depth to building out teams that mask each other’s weaknesses while boosting their strengths.

That said, the battle system is the real star here.  The core of it is the instantly recognizable Active Time Battle system from the FF4-FF9 games, and it essentially remains the same.  What is different here is how the party is built out.  The general idea is that each of the two main characters exists in a stack consisting of a small, medium, and large NPC.  Because the main guys can be normal human form or chibi form, they can fill the large or small slot.  The rest of the slots are then filled out by the monsters you capture.  This stack then combines its stats, strengths, weaknesses, and abilities to form the unified character stack that takes its turn in battle.

What this ends up doing is providing a pretty large meta game to how you build out your party.  While you may want some fire attacks, this would expose the stack to a weakness against water.  To combat this, you can then also place a character strong against water, eliminating that elemental weakness, and providing an overall better prepared stack.  On the other hand, you can combine the stack with another fire user to really increase the strength fire resistance, as well as providing boosts to the strength of fire attacks used by the stack.  This mix and match continues throughout the game, to the point where I would typically have entire new rosters each time I entered a new area.

The other nice system that came in from other FF games is the way that the monsters you capture gain ability and stat increases.  Beyond just gaining flat stats through leveling, every species has a grid-based upgrade system very reminiscent of the Sphere Grid system from Final Fantasy X.  Some upgrades in this system are flat stats as well, but by and large you use the system to gain active and passive ability upgrades.  The system also is used to unlock the evolutions of monsters, where the upgrades earned from one variant of a species carry over as you evolve into another variant.  Of note, the monsters can evolve up and down to any variant of a species that you have access to at any time, so there’s never the question of whether or not it’s worth evolving a monster.  You just change it to what is most useful at the time.

Overall this was a really solid JRPG to be playing, especially in the lead up to the Pokemon series’ next entry.  It certainly wasn’t immune to problems; the end game in particular got really grindy.  However, it showed that there’s still a lot of life in the FF series, while still allowing for them to branch out into other interesting gameplay types that aren’t just the core series.  While FF15 is going to be an incredibly different game from this one, WoFF also gives me hope that Square is giving their Final Fantasy teams all the resources needed to pull off incredibly high quality games, with the time needed to make sure they are in the right place to succeed.

Game Ramblings #21 – Lego Star Wars: The Force Awakens

More Info from WB Games

  • Platform: PS4
  • Genre: Action/Adventure
  • Also Available On: Android, iOS, PC, 3DS, PS3, Vita, Wii U, Xbox 360, Xbox One

I’m a glutton for punishment when it comes to games with tiny little icons all over the map.  Assassin’s Creed and its glut of side missions causes me to spend hours doing chores every time a new one of those comes out.  Any open world GTA-style game I’m almost guaranteed to get sidetracked from the story while doing random shit all over the world.  In Lego games, I have to collect every single little damn character minifig, and enjoy myself doing it.  Lego TFA is no different, with characters and vehicles galore to collect, and I made damn sure to get my platinum trophy doing it.

If you’ve never played a Lego game before, they generally follow the same pattern.  Take a movie, twist it a lot with comedic reinvisioning of the story, make everything explode into lego studs that act as currency, and good to go.  They’re generally light hearted games, with good puzzle elements, and surprisingly fun combat for a simple game.  They also generally have a LOT of side quests in open hub worlds, and upwards of a couple hundred character minifigs to find and purchase.  Short version; this is a Lego fan’s dream, even moreso if they are a Star Wars fan.

All that said, as a standalone experience, this is still easily worth recommending.  The combat is typical short-combo action game combat, but the variety of characters and difference in melee and ranged combat gives some nice flexibility.  In addition, all characters can activate unique powers to help solve puzzles, so having a large crew of characters for post-game completion is also a big benefit.  By the end, most free play levels going for completion, it wouldn’t be too uncommon for me to be rotating between 10-15 different characters to grab everything.

In the end, whether or not you’d like this style of game is entirely up to whether or not you enjoy sort of light-action and a lot of collecting.  I wouldn’t lie and say it doesn’t get monotonous at times, but this is one of the best of this type of game that I’ve played of late.

Game Ramblings #20 – Xeodrifter

More info from Renegade Kid

  • Platform: PS4
  • Genre: Action/Platformer, Metroidvania
  • Also Available On: PC, 3DS, Vita, Wii U

I’ve been grabbing a lot of the releases by Limited Run Games for my collection of late, and being a fan of Metroidvania games, this one was at the top of my list.  While this isn’t the best Metroidvania I’ve ever played, it’s one of best in terms of its raw mechanics, and that props up the main issues that I had with the game.  In the end, I really had two main issues with the game; it’s length and repetition of boss battles.

Unlike Metroid’s generally single open world, Xeodrifter takes place on 4 smaller locations.  While there is a bit of revisiting to each location, the small size means there is not much in the way of secret paths to visit.  There are a handful of spots in each world with hidden health or weapon upgrades, but not the breadth of secret areas that the Metroid games use to open up entirely new paths for core traversal.

Like Metroid, each core upgrade is also given after a boss battle.  However, the bosses in Xeodrifter all have the same visual design, other than a color palette swap.  Each battle also builds on top of the previous, with largely the same mechanics, with generally a single addition using the skill learned from the previous battle.  By the end of the game, this makes the boss fights quite a lot easier, as you’ve generally already learned the pattern of how to beat the boss, and can generally make a pretty good guess at what the new mechanic will be.

That said, mechanically this game really does shine.  It’s core shooting and movement is extremely fluid, and at a generally faster pace than would be expected out of the bigger names titles in the genre.  The upgrades also add a lot of flexibility to the game, with the standout probably being the upgrade that allows you to pass between different depths in the scene, not unlike the 3D gameplay used in recent 3DS Kirby titles.  Combined with other abilities, such as the submarine and dashing, you’ll often be juggling movement and shooting across multiple planes of gameplay at the same time.

Also of note is the gun upgrade system.  This game ignores the more standard straight beam upgrades from Metroid in place of a point-based upgrade system.  The guns can be upgraded in 5 ways; bullet size, bullet speed, fire rate, fire spread, and movement wave width.  Because of this, the guns can be upgraded in a way that suits the player’s style, rather than just being a straight upgrade.  For example, I maxed bullet size and fire rate, while putting a few points into the movement wave.  What this gave me was effectively a machine gun shooting large pellets, while moving in a small wave pattern.  I could have just as easily made a powerful slow firing shotgun, or something akin to a rail gun depending on how I wanted to play.  It was a truly fun way for them to handle the hidden upgrades typical of the genre.

Generally speaking, if you’re a fan of Metroidvanias, this is probably worth a try.  The game has its issues, but it has great core mechnicas, and is relatively cheap, so for a bit of a time filler, it’s worth the play.